Players aiming for the Utopia achievement were having difficulty getting 100% happiness for all their villagers. There was always a small handful of workers just slightly unhappy, but by the time they shopped to full happiness, another worker would become unhappy.
This was mostly due to some previous changes meant to prevent workers from abandoning their jobs for long stretches to get items they didn't really need. It seems those changes were just slightly too aggressive, so I balanced things back the other way.
The key change is that workers make smarter decisions about what they shop for - they'll be more proactive about shopping for items if it's an urgent need, or if they are on their last copy of an item that is decaying and would cause a needs deficit.
They are also even less likely to pursue items they don't need. There had been a logical bug that a worker would pursue an item if it fulfilled an unmet need...even if they already had multiple copies of that item! In that case, an additional copy would not make them any happier, so it was a wasted trip. Various adjustments like that were made, and the result should be that workers have an easier time maintaining 100% happiness - assuming the items they actually need are within reach!
You can now hit the Toggle Waypoint button (default key: T) to add a waypoint / anchor when dragging a path for a belt, chute, rail, road, or pipe. That will fix that position and all previous positions in place, so you can continue dragging in a new direction while keeping the earlier segments intact. So you can create all kinds of complex shapes in a single drag action!
The waypoints also helpfully show the current height for the path tile. Note that hitting PageUp or PageDown to change elevation will always create a waypoint automatically (if you proceed to drag off that tile location).
The Pipe path planner has some other improvements as well. Previously, it always operated on a flat grid system. But this was not consistent with how other paths were drawn - for those, the game tries to adjust the path height automatically to reach the target. So now, that behavior is intact for pipes as well. In the screenshot below, a path is being dragged from the water pump to the Desalinator with a simple click & drag action. PageUp / PageDown was not necessary to adjust the heights!
Of course, players may still want to use a flat grid system for placing pipes. You can hold down the Ctrl key when dragging a pipe path to force it to maintain the height used at the drag origin, or the last waypoint anchor. And hitting PageUp / PageDown enters 'manual height' mode as well for the rest of the drag action, where the height is always fixed unless manually changed.
Added new upgrade: Market Storage. First level increases all item slots’ capacity from 40 to 100, next level increases to 200. Unlocked with a quest to earn certain amounts of Coins.
Magma Fuel recipe duration changed from 1 second to .25 seconds, so it can now produce 40 heat per second instead of 10 heat per second
Save files are compressed using gzip (Now roughly 10% the file size as before)
Updated sprite for Pasture Barn
The ocean layer is now hidden when you are building pipes below sea level, but above the undersea terrain level
If you drag a pipe into an undersea location, the water layer automatically disappears to make it easier to build
The ‘selection grid collider’ that appears when you have specified a path planner height via PageUp / PageDown or by holding Ctrl, is now visible to make it obvious what your cursor is responding to
When you drag a pipe path from an existing pipe path, the planner will prefer a direction that is perpendicular to the existing pipe
Fixed beta bug: dragging a pipe path off a building’s surface would sometimes fail determine a ‘primary direction’ for the drag, thus making the pipe path unpredictable
Fixed bug: when dragging a pipe path, if you hit bedrock, the game was flipping back to above-ground view
Fixed bug: hitting R while dragging a path left some stale path visualizations